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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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June 7th, 2010, 01:38 Posted By: wraggster
Pate has today released a new version of his Dos Emulator for the Nintendo DS
This version has a lot of minor fixes and improvements. There are about 50 new graphics (and normal) opcodes supported, including the 386-specific long conditional jumps. The problematic debugger breakpoint interrupt INT 03 has been adjusted so that it is silently ignored if a DOS program does not handle it and if the DSx86 inbuilt debugger is not active. I also fixed the IRQ handling, and added a debugger E command, as mentioned in the previous blog post. If you are feeling very adventurous, you can (at least in theory) use the new E command to replace an unsupported opcode with a NOP opcode (hex code 0x90) and then possibly continue a game has crashed with an unsupported opcode. This however needs a lot of knowledge about the x86 assembly language, and is not "supported" by me, so do it at your own risk! I'm just mentioning that it is possible. :-)
Since last weekend I have been searching and downloading a lot of games that have been marked as not working (or partially working) on the compatibility wiki, and I have been testing many of them, mainly looking for easy-to-fix problems. I have left the more difficult problems for the coming weeks, and have focused on games that seem to need only minor fixes to run properly. So far I have been working on the following games, which currently seem to work:
Bubble Ghost (INT10 AH=0E teletype output was buggy, and it needed a special JPE opcode hack)
Crystal Caves (It needed just one new EGA opcode, but the horizontal smooth scroll still jumps around)
Heimdall (EGA palette handling via INT10 was broken, the horizontal smooth scroll still jumps around)
History Line 1914-1918 (It used the DS segment for several graphics opcodes, and it used VGA VRAM also for program variable storage!)
Hocus Pocus (Fixed VGA Line Compare Register setting at mode change, several Mode-X opcodes added, and it needed improved Mode-X emulation in general)
I haven't actually played any of these any further, I've moved on to the next game when I have gotten to actual game to start. I'll leave the actual play testing to you who have reported the games on the compatibility wiki in the first place. Below are screen copies of Heimdall and Hocus Pocus, mainly because I thought they are two very pretty-looking games. :-)
This morning I tried to fix the jerky horizontal "smooth" scrolling in various games (Crystal Caves, Heimdall, Supaplex, etc), but I could not find the actual problem yet. I have studied the interaction of the VGA start address setting, horizontal panning register setting, and VSync/VBlank intervals in DOSBox, and have experimented with various timings in DSx86, but no change has so far solved the problem. I need to leave this fix for the next version, as it looks like I need to debug it more thoroughly than I had anticipated. It is interesting that the only game I know that does not suffer from this problem is Commander Keen 4, and it does not sync the scrolling to the screen vertical retrace signal at all!
Anyways, hopefully this new version again runs a few more games than the previous one, please send debug logs again and update the compatibility wiki for the games that have started working (or behave differently). Thanks again for your interest in DSx86!
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June 7th, 2010, 00:58 Posted By: wraggster
News via http://emu-russia.net/en/
Nintendo DS and Gameboy Advance emulator has been updated recently. Changes:
- Fixed bug in Gamecard ROM and SPI Control.
- Fixed a bug in Mode4 (GBA mode).
- Fixed a bug in Matrices Stack when overflow occurs.
- Fixed a bug in branch opcodes (ARM).
- Fixed a bug in VRAM address mirroring.
- Added new Gamecard Command.
- Added Viewer 3D Matrix.
http://ideasemu.biz/
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June 7th, 2010, 00:58 Posted By: wraggster
News via http://emu-russia.net/en/
Nintendo DS and Gameboy Advance emulator has been updated recently. Changes:
- Fixed bug in Gamecard ROM and SPI Control.
- Fixed a bug in Mode4 (GBA mode).
- Fixed a bug in Matrices Stack when overflow occurs.
- Fixed a bug in branch opcodes (ARM).
- Fixed a bug in VRAM address mirroring.
- Added new Gamecard Command.
- Added Viewer 3D Matrix.
http://ideasemu.biz/
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June 7th, 2010, 00:45 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Whats New
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June 7th, 2010, 00:20 Posted By: wraggster
Newly released:
features
Utilize the intuitive touch screen to activate Magic Items during multiplayer games
Simply speak into the Nintendo DS microphone within the Wi-Fi Battle lobby to speak with other users
Share a local multiplayer game with up to 8 other players using one Game Card
Nintendo Wi-Fi Connection multiplayer enables World Battle with up to 4 players
description
You know Tetris, but do you know how to party? Tetris Party Deluxe builds on the previously released Tetris Party for WiiWare by adding new modes and features to enrich the overall game play experience. With more than 20 exciting modes, online battles, and multiplayer fun for groups of friends and family, Tetris Party Deluxe is a must-have for Tetris and puzzle fans.
http://www.play-asia.com/SOap-23-83-...j-70-3r8h.html
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June 7th, 2010, 00:06 Posted By: wraggster
If you just can't deal with Zelda as a side-scroller, good news: Zelda II: The Adventure of Link has been remade in 3D! Credit goes to one Michael A. Johnston, who designed this fan remake as a Unity-based game that you can play right in your browser. Zelda II FPS is an impressive feat, combining authentic 8-bit textures with brand new 3D models of all the creatures and environments.
It's also freaking impossible. Even the once docile slime enemies are now dangerous, since you can't tell when there are three of them right behind you. Enjoy being murdered repeatedly by weak enemies, for now, before Nintendo catches wind of this project -- which it will, now that people like us are telling everybody -- and likely shuts it down. Sorry!
http://www.kombo.com/article.php?artid=14799
http://www.joystiq.com/2010/06/04/ze...-first-person/
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June 6th, 2010, 23:58 Posted By: wraggster
Square Enix has unveiled a pair of WiiWare games titled Kumanage.
As you can see on the official website, the visual style is cute and quirky. According to Andriasang, gameplay involves throwing things with the Wii remote to solve puzzles.
There are two versions of the game. Kumanage: The Blue Gem That Kiina Hates - Battle Version sees you following the adventures of a mysterious boy called Kiina. You must protect the aforementioned blue gem by throwing "paper bears" and "strange but cute" characters.
Kumanage: The Red Candy That Piina Likes - Puzzle Version also involves chucking paper bears around, but this time you're playing as a girl called Piina and you must collect red sweets.
Both games will be released on the Japanese WiiWare store on 8th June, each priced at 1000 Wii Points (£7 in the old money). The ESRB logo on the website suggests a US release is also planned, but there's no word on whether the games will make it to Europe.
http://www.eurogamer.net/articles/sq...ge-for-wiiware
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June 6th, 2010, 23:46 Posted By: wraggster
The infamous Nintendo DS Tegra rumour that has been circulating around the net since October of last year is now being shot down by several media outlets. Eurogamer’s Digital Foundry blog is one of them.
Digital Foundry report that two independent, unconnected sources have both informed them that Nintendo have chosen to partner with a Japanese company for the 3D hardware within the 3DS, and that the device is in no way reliant on Nvidia’s “Tegra” technology. Furthermore, they believe the device is indeed codenamed “Nintendo CTR,” which would mean that the FCC filing spotted a month ago was, in fact, for the 3DS.
All DS models are internally referred to by three-letter codenames. For example, the Nintendo DSi was referred to internally as “TWL,” while the DSi XL was known as “UTL”. At this point, it’s probably safe to assume the 3DS’s top screen — the one with the stereoscopic features — is wider than the regular screen at the bottom (which is also likely the touchscreen).
http://www.siliconera.com/2010/06/06...n-nvidia-tech/
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June 6th, 2010, 23:41 Posted By: wraggster
New from Divineo China
The Wiitality Armband for Nintendo Wii - puts wii control on your wrist or bicep while you exercise!
The only accessory that should have been included with every Wii Fit balance board is now available! The Wiitality is a neoprene band that holds your wii remote (wiimote) on your wrist or arm, while you exercise.
When doing many Wii Fit exercises, its necessary to put down the wiimote, pick it up, and put it down again. The Wiitality solves the problem of having to hold your wiimote in your hand while doing many wii fit exercises, including many Yoga, Strength, and Aerobic exercises.
As an additional benefit, it leaves both hands free to hold matching hand weights.
One size fits all, thanks to convenient velcro fasteners. Can fit on the bicep or on your wrist, depending on your arm size.
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June 6th, 2010, 23:05 Posted By: wraggster
Mobile industry insiders, speaking with Digital Foundry, have said that the much-rumoured tie-up between Nintendo and NVIDIA for the console-maker's auto-stereoscopic 3D handheld is not happening.
According to our two independent, unconnected sources, the Nintendo 3DS - almost certain to be revealed at E3 - features a design totally divorced from the NVIDIA Tegra SoC (system on chip) initially thought to have been powering the DS successor. It's now thought that Nintendo has instead chosen a Japanese partner for the 3D acceleration hardware within the 3DS.
Sources also confirmed that the 3DS' development codename is "Nintendo CTR", meaning that this motherboard picture we ran a couple of weeks back, sourced from the FCC website, is indeed something akin to a development or test station for the new handheld.
This strongly suggests that 3DS does feature a widescreen "glasses free" stereoscopic 3D display, along with a more conventional 4:3 2D display beneath it. Interestingly, it appears that the images of the board published on the FCC website were uploaded in error: they were supposed to have been made public 10 months after the submission in April this year, presumably after the 3DS itself ships.
Meanwhile, IGN corroborates the story that NVIDIA is out of the picture, quoting "off-the-record" developer sources as saying that the 3DS is up there in the power stakes with PS3 and Xbox 360. It's a statement that needs to be taken with barrel-loads of salt bearing in mind the enormous power draw such a chipset would require. If nothing else, Nintendo has a strong track record in excellent battery life with every one of its previous handhelds.
Indeed, even the four-core PowerVP chip said to be at the heart of the PSP2 offers a performance level some way between the original Xbox and the 360. A more modest GPU is therefore a much more realistic proposition, especially bearing in mind that even the iPhone 3GS with its PowerVR SGX535 architecture doesn't exactly command outstanding battery life in 3D gaming.
All of which is interesting tittle-tattle in the here and now, but let's hope that the Nintendo E3 conference on June 15, kicking off at 5pm UK time, will offer more concrete answers.
http://www.eurogamer.net/articles/nv...3ds-blog-entry
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June 6th, 2010, 23:02 Posted By: wraggster
Activision is working on a new GoldenEye game for the Wii and DS, to be released this November.
That's according to our sister site Eurogamer.net, which expects the title to be shown at E3 this year.
The report suggests the game may be a remake of the fondly-remembered Nintendo 64 game, originally developed by Rare, with the new title in development at the UK's Eurocom and US-based n-Space.
Activision has already registered a number of domain names derived from the original James Bond game, and a survey this week has also been gauging gamers interest in a possible remake, according to VG247.
Activision's other 007 game is in development at Bizarre Creations, James Bond: Bloodstone, and is an action racing game for multiple formats.
http://www.gamesindustry.biz/article...ue-in-november
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June 6th, 2010, 23:02 Posted By: wraggster
Activision is working on a new GoldenEye game for the Wii and DS, to be released this November.
That's according to our sister site Eurogamer.net, which expects the title to be shown at E3 this year.
The report suggests the game may be a remake of the fondly-remembered Nintendo 64 game, originally developed by Rare, with the new title in development at the UK's Eurocom and US-based n-Space.
Activision has already registered a number of domain names derived from the original James Bond game, and a survey this week has also been gauging gamers interest in a possible remake, according to VG247.
Activision's other 007 game is in development at Bizarre Creations, James Bond: Bloodstone, and is an action racing game for multiple formats.
http://www.gamesindustry.biz/article...ue-in-november
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June 3rd, 2010, 21:44 Posted By: wraggster
Shigeru Miyamoto has defended Nintendo’s online console strategy while admitting that it perhaps has been a bit slow to develop its business model – and suggesting that the platform holder may at some stage charge for access to its online network.
Elements of Nintendo’s online strategy that have been criticised in the past include its use of Friends Codes as opposed to simple Friends lists and its refusal to offer post-release DLC for its core titles.
“We are desperate to realise the core business structure,” the development star told Edge Online.
“Do we need to demand customers pay monthly fees to enjoy online activities? Or give an online subscription that is free of charge, but then offer something extra for people that pay, so that they get some extra value? With these core business strategies I think we are less active than we should be.”
However, regarding the online services Nintendo already offers, Miyamoto things some of the criticism levelled at the firm has been unjust.
“To be honest, I think it’s rather unfair whenever I hear such comments – that Nintendo isn’t proactive when it comes to its online strategy,” he added.“The fact of the matter is that we always want all Wii consoles to be connected online, all the time, so Nintendo has never been less than proactive in that kind of endeavour.
“It is true, though, that Nintendo hasn’t been very proactive in developing such online activities as an MMOG. But when it comes to our endeavours that try to take advantage of internet technology, where we can provide our customers with more fun and entertainment, then I think we can say we have been very, very proactive and well-received. And that attitude won’t be changed at all in the future.”
http://www.casualgaming.biz/news/302...nline-strategy
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June 3rd, 2010, 21:42 Posted By: wraggster
Japanese studio Level-5 will look to publish the Professor Layton series – in a move that could remove Nintendo from the lucrative equation.
Level-5 owns the IP to Professor Layton, though a snug partnership with Nintendo has meant that the puzzle games have been exclusive to the DS. The series in question has sold tens of millions of units globally.
Now Level-5 is exhibiting how owning IP can keep any studio in charge of their own destiny – with even the Nintendo empire powerless to dictate where the developer can go.
“In a previous interview with Nikkei Trendy, Level 5 president Akihiro Hino said that the US office would be around ten people, made up of staff from Japan and those hired locally,” GamesBusiness.jp reports.
“He also said that he eventually wanted to handle the publishing internally for the Professor Layton series, which is currently handled outside of Japan by Nintendo.”
It is believed Level-5 will expand operations beyond its native country and open a new studio in North America. And the Fukuoka-based outfit is purportedly planning to open a European office in 2011.
http://www.develop-online.net/news/3...-Nintendo-deal
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June 3rd, 2010, 02:22 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
EroXXX, our survivor's last chance to Nintendomax Wii Dev 2010 competition offers us "FUNNY GAMES MINI, which currently include two hilarious mini-games, namely Masturbate-Master and Shooter, which are separated into two binary but the jury will judge as a single game
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June 3rd, 2010, 02:13 Posted By: wraggster
News/release from Honrado
Recently restarted my first project (after reading some tips here on the forum).
But hardly started and already got stuck at the limit of 4Mega, which forces me to restructure the methods load sprites backgrounds (on this, I'm searching right here).
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June 3rd, 2010, 02:03 Posted By: wraggster
Hillybilly has posted a test release of his game for the DS:
Hello again. It's been a while since I've posted anything so I thought this would be an appropriate time to catch up with you all and share what I have been working on. Throughout the course of around 1 week of total programming, I have made a simple engine for a top-down shooter in a third-person perspective. The engine, itself, is pretty efficient and I hope to expand it a little more to include more items and triggers for events such as text to appear on the top screen. The only reason why I really posted here though is because I need more levels for this game. Currently, I have one level total and, although it looks decent considering my art skills, it lacks the ability and creativity of a true spriter/graphic artist. So, I guess I'm formally making a call for any spriter/graphic artist to make some levels for this game. I can provide you with all the information you could possibly need via replies to this post. But for now, I'll just share the demo for you all to get the feel of what this game (I hope) will be.
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June 3rd, 2010, 01:56 Posted By: wraggster
News via http://www.wii-addict.fr/forum/PriiL...89-t20142.html
PriiLoader is developed by Homebrew DacoTaco & phpgeek that can save you from a brig if you do not have it as BootMii boot2.
Is the direct continuation of the project Preloader Crediar OpenSource past.
You can configure via the Priiloader Setting Editor and the possibility of adding a password and launch WW / VC (If patch ES).
You can choose to be charged by the hacks priiloader thanks to Hacks.ini Generator.
The Installer / Uninstaller allows you to install or update your current Priiloader without deleting the old version:
Press (+) to install or update.
Press (-) to remove and Priiloader remmetre your system menu.
Press (B) with an option whether to use the above IOS249 (CIOS Waninkoko).
Press (HOME) to exit the installer.
To start or configure Priiloader, press RESET when starting the console.
QUOTE
v0.4 (rev89)
- Adding a password backdoor, which can not be changed.
(To change the temporary password "backdoor" press "1" at the password screen, then 4 times to "2" on the Wiimote or "Y" and four times on "X" on the controller GC / Classic.)
- Move "VideoInit" to "password.cpp" the green bar at the start should have disappeared.
v0.4 (rev88)
- Fix an error in the list of channels.
- Fix a bug causing a green bar on the menu.
- Fix dump code.
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June 3rd, 2010, 01:51 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Pimp-Wii-142-t20063.html
Pimp My Wii is a 1.42 homebrew developed by Attila, Administrator of the forum Wii-info.
This homebrew allows the installation of an automatic or manual hack, it detects if you have the latest available versions of IOS, BC, MIOS, System Menu 4.1, chains and Nintendo Official cIOS Waninkoko and Hermes.
Refer to readme.txt for usage.
QUOTE
Version 1.42
- Fix IOS 250 Basic IOS 57 that freezie IOS during reload.
Version 1.41
- Fixed a message displayed upon detection of cIOS of Hermes.
- Added fix Wad Manager to install wad trucha signed with Hermes cIOS Waninkoko v5 and v19 (even if the IOS wad on your SD / USB should be original and therefore NOT trucha signed).
- Installs on the IOS 250 cIOS Waninkoko 57 rev 19 (revision 65535), for safety issues.
- Update cIOS Hermes 5.1.
- Now checks that the "real" version of cIOS Hermes is 5.1 and not just the revision of cIOS (65535).
- Fixed a problem where the cIOS Hermes could not be scanned.
- Miscellaneous Changes.
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June 3rd, 2010, 01:09 Posted By: wraggster
Wii owners hankering for another “party” game can look forward to Wii Party. The game, which first appeared in a Nintendo financial presentation, is sailing to stores on July 8.
Nintendo hasn’t said much about Wii Party, but a screenshot hints at what kind of games are in the collection. Look forward to Bingo, Roulette, Sugoroku (board game), Mii compatibility checks, the overseas travel game, and “balance ship.”
http://www.siliconera.com/2010/06/02...sail-for-july/
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